This wiki article is based on chapter one (1.Einblicke) of the book Prototyping Interfaces - Interaktives Skizzieren mit vvvv 1) 2), enhanced by further information from different sources.
Refering to Wikipedia the word Prototype is defined as follows:
A prototype is an early sample, model or release of a product built to test a concept or process or to act as a thing to be replicated or learned from.3)
In this section reasons for the importance of prototyping are given as well, as an argumentation if and how the terms sketch and prototype can be distinguished.
Tim Brown, president of IDEO once said:
„Never go to a meeting without a prototype at whatever stage of development, one week, one month, six months“ 4)
The autors Tom Kelly (partner of IDEO) and David Kelly (founder of IDEO) state in their article Why Designers Should Never Go to a Meeting Without a Prototype the same opinion like Brown. They reason that a prototype is an embodiment of an idea which can help to convince bosses or key stakeholder when words alone will not. In their point of view the major goal of prototyping is experimentation. It enables designers to try out different approaches, so called low-cost experiments, to find problems and failures quick, cheap and early and gives them the time and ressources needed to iterate and optimize their ideas multiple times.
Side note: There exists a highly interesting TED talk of Tim Brown about Tales of creativity and play. This is not directly related to prototyping, but if you are interested in the man behind the quote mentioned above, take a look!
A good example for the communication of ideas via different prototypes is a project from the company Intuity. They developed an Entertainmentsystem for cars commisioned by the Daimler AG. Therefore the following three prototypes were created:
Another example from Tom and David Kelly´s article is the story of a toy inventor (Adam Skaates) and gaming expert (Coe Leta Stafford), who created a low-tech prototype for an Iphone-App feature in only one hour. To illustrate their idea off an elmo figure which reacts on touch gestures with wild movements as part of a game for children, they used a simple printed Iphone frame. Inside the frame stood Adam Skaates and acted as elmo, while his colleague used her hand to simulate the touch gestures on the elmo figure. After recording the scenario they had a fun and interactive video which they showed to the Sesame Workshop team in a meeting. The meeting took place just a few minutes after they finished their preparation. Today the idea is present in the app Elmo´s Monster Maker which can be downloaded from the ITunes store.
Refering to Fred Nickols article Prototyping: Systems Development in Record Time it is possible to simplify, speed up and reduce the costs of development throughout the use of prototypes.
The company Intuity was with the help of prototypes enabled to highly reduce the time needed for the development of a novel eMobility Ecosystem. It was possible for them to react quickly on changes and arrising obstacles, as well as having a continuous overview on the work progress.
Again multiple prototypes were created. At first they developed different Use-Cases for the european as well as the market in far eastern countries. In the next step they created paper prototypes to simulate the softwares user interface. To model the infrastructure of the eMobility charge stations, they used different prototyping techniques. To determine a fitting form, static physical real life sized cardboard models followed by CNC milled ones were created. These casings got afterwards equipped with screens and Arduino boards to evaluate user interactions and experiences.
Intuity does not only see a temporal benefit in prototyping, but argues that it also increases the feeling of security for all parties involved. This is due to a shrinking risk of development into the wrong direction, when iteratively creating different prototypes.
Every designer is familiar with the so called napkin sketch, which implicates the simple drawing of a first design idea on a piece of paper one has lying around. But can this sketch already be considered a prototype? Refering to Krug 5), at least it is already possible to evaluate such a drawing with very simple testing. On the other hand a testing of such an interface differs highly from the evaluation of an interactive physical prototype, which can be touched and directly manipulated.
Buxton 6) says that sketches and prototypes are clearely two different things and separates them by their properties.
Refering to Mousette 7) 8), in general sketching and prototyping are closely related to each other. He argues that Buxtons polarization can be useful to understand the general differences between the two, but sees the real distinction in a systems target group and the way of creation a sketch or prototype originated from. He defines the two terms as follows:
Mousette also argues that prototyping can be seen as a Learning by Doing process. Du to him it is extremely important to begin the creation of prototypes already when starting a new project to familiarize with the related materials and technologies. In his oppinion, this can help forseeing future problems which can arise during the design phase and avoids that a project develops to far in the wrong direction. Mousette describes two approaches which can be used when starting a new project:
He further states that prototyping is beneficial for designers, while new materials and technologies which allow new concepts and qualities can be discovered.
There are various forms of prototypes, like static and interactive software prototypes, or static and interactive physical prototypes (hardware sketches). Although, the focus of this article lays on physical prototyping (static as well as interactive), anotations and references to software prototyping will be given when deemed appropriate. In the following static and interactive prototyping will be distinguished and the two interactive physical prototyping forms Design-Prototype and Engingeering-Prototype will be introduced.
In the article Using Prototypes to Improve UI Design the difference between static and interactive software prototyping is elucidated.
The above shown images illustrate static software prototyping (left image) and interactive software prototyping (right image), whichs distinction is closely related to the one of its physical counterparts. The difference is like follows:
Techniques and toolkits which can help creating this types of prototypes will be introduced later.
Generally there are multiple ways to divide all kinds of Prototypes into categories 9) 10). In the following section specifically the two forms Design-Prototype and Engineering-Prototype in which interactive physical prototypes can be separated regarding to Jan Barth et al. 11) will be introduced:
Although, there is a huge variety of toolkits and techniques for different prototyping tasks available, no solution covers every domain. This section introduces a toolkit-advisor-framework which helps users to find a prototyping toolkit, not only fitting their project, but their personal level of experiences as well. Afterwards different available toolkits and techniques will be listed and briefly described.
Reggarding to Kowalski 12) which toolkit to use does not only depend on the project at hand, but also on the employees processing it. He developed a framework which aids the resolution of the following problems:
Kowalskis framework represents a structuring of available toolkits in two steps. First he separated the broad field of different toolkit-users into the four unique user profiles Apprentice, Explorer, Master and Do-It-Yourself-Guy, which describe their levels of knowledge and expectations. Second he gives further aspects on how to differentiate currently available prototyping toolkits. These include Available Components, Mightiness, Beginner-friendly, Location of power supply, Location of processing power, Programming language support and Platform independency.
The framework is displayed as a two dimensional graph, which is divided in four categories to hold the four user profiles, by a two by two matrix. The graphs x-axis represents the beginner-friendliness, while the y-axis corresponds to the amount of available toolkit components, which is directly linked to the toolkit´s mightiness. A graphical representation of the framework can be seen below.
Since the hole range of available prototyping toolkits and techniques is extremely large, there will only the ones deemed most important or interesting beeing introduced in detail. They are divided into the two categories static physical prototyping and interactive physical prototyping toolkits and techniques. Of course at the bottom of this section, additional references to other toolkits will be given.
Technology: Laser-Cutter | |
![]() | Laser-Cutter: The use of a Laser-Cutter gives the user flexibility and enables a fast and precise way to create physical prototypes. It is possible to easily change details later with the use of techniques like drilling, abrasive blasting or gluing of other elements to the created object. |
Technologie: 3D-Printer | |
![]() | 3D-Printer: Printers which can create 3 dimensional objects are already available in multiple different sizes, reaching from the precise industriel model to the small pen with which one can draw in the air (e.g. 3 Doodler). In prototyping they can be used to create precise, static models of computer generated drawings, or in case of the pen version attach small features to already existing components. |
Toolkit: Arduino | |
![]() | Arduino Uno: The Arduino Uno was collaboratively developed from the Interaction Design Institute Ivrea (school is closed) and the Tisch School of the Arts at New York University. The microcontroller plattform consists out of open-source electronics and is based on easy to use hard- and software.13) An Arduino board can easily enhanced with so called shields. Current Price Shields Sensors |
![]() | Arduino Starter-Kit: This kit already contains a variety of sensors and additional components. A list of all included parts can be found here. Current Price |
![]() | Arduissimo: The Arduissimo is a current project (state 05/13/14) presented on the platform Indiegogo. Its goal is to build an Arduino plattform which supports 16 cores and enables a better use of virtual peripherals (hardware simulations) on Arduino Boards. Although this devices encourages virtual prototyping, it can be beneficial for designers to beeing enabled to combine the virtualization of hardware parts and the use of physically existing sensors. Current Price |
![]() | Software-Programming-Environments: Arduino Software Development Tools VVVV Processing Firefly |
![]() | Tutorials: Arduino.cc Adafruit.com Exploringarduino.com Tronixstuff.com Arduino-tutorial.de Ladyada.net |
![]() | Literature: Manuals and Curriculum (Arduino.cc) The 5 best Arduino Books (engblaze.com) Introduction to Arduino, Alan G. Smith (princeton.edu) Prototyping Interfaces - Interaktives Skizzieren mit vvvv 14) |
Toolkit: Lego Mindstorm | |
![]() | Lego Mindstorm: The Mindstorm Toolkit, uses lego blocks, attacheable sensors and a central microcontroller for the construction of prototypes. The central unit, which is called NXT, provides a display screen and a speaker for output. Further outputdevices (e.g. servo motors) and inputdevices (e.g. color, touch or light sensors) can be wired to the NXT. Current Price |
![]() | Software-Programming-Environments: Mindstorm Software NXT Programms |
![]() | Tutorials: legoengineering.com Stemcentric.com Drgraeme.net Ortop.org (Essential Tutorial) Ortop.org (Advanced Tutorial) |
![]() | Literature: LEGO MINDSTORMS EV3 Laboratory, Daniele Benedettelli The art of Lego Mindstorms NXT-G programming, Terry Griffin The unofficial guide to Lego Mindstorm Robots, Jonathan B. Knudson Winning Design Lego Mindstorms NXT, James J. Trobaugh Lego Mindstorms NXT-G Programming Guide, James Floyd Kelly |
Toolkit: Gainer | |
![]() | Gainer: This toolkits environment is useful for education (users can learn by mistake) as well as actuall installations. It consist of a breadboard which can be enhanced with so called bridge modules, through which the capabilities of I/O-Ports can be expanded. Unfortunately the handling can be problemativ for unexperienced users, since at least basics for working with electronics are required and the official toolkits website is partially japanese only. The hard- and software is, equal to the Arduino project, open-source. Current Price |
![]() | Software-Programming-Environments: Gainer Software & Drivers MAX/MSP Library Processing Library Flash Library |
![]() | Tutorials: gainer.cc (Assembling) gainer.cc (Gainer and Max/MSP) gainer.cc (Gainer and Flash) |
![]() | Literature: Physical Computing with Gainer (japanese only) |
Toolkit: Phidgets | |
![]() | Phidgets: The so called phidgets are a set of building blocks which can be connected to a computer via USB. With the use of them it is possible to explore alternatives for physical interaction with computer systems, while easily attaching or disconnecting them. An advantage of Phidgets is, that developers are not bound to a specific programming language, but can use their prefered due to a broad support of different ones. I/O Boards Sensors Motors |
![]() | Software-Programming-Environments: Drivers & Libraries |
![]() | Tutorials: phidgets.com (Phidgets and java) Phidgets and MAX/MSP sockeye.cs.washington.edu cycling74.com grouplab.cpsc.ucalgary.ca |
Further Toolkits and Information can be found at the following websites:
Toolkits:
Information:
Recent commonly used computer interfaces only exploit few of the human bodies abilities to interact with a system. With only offering input devices like mouses, keyboards or touchdisplays, still multiple sensoring capabilities of humans stay unused. This problem was illustrated in an interesting way by Dan O’Sullivan and Tom Igoe 15) with their finger-eye-beeing a decade ago. They tried to show the limitation of body sensor capabilities which humans could use at that time time to communicate with an electronic system. Their eyes, ears and fingers where the only body sensors used at that time. 16)
The search for alternative ways of communcation already started in the past. Research projects with the purpose of using objects for communication with computer interfaces, were conducted. They resulted in Tangible-User-Interfaces (TUIs) which allow users to control virtual objects with physical ones, depending on their context. These hardware interfaces integrate not only the human visual sense, but the ability of haptical perception as well.
Todays Tangible-User-Interfaces are no longer static physical objects, but can transform the haptic experience they have on a user during runtime. Throughout this it is possible to change an objects haptic-signal dynamical, depending on its context (e.g. location of the object). This enables new usage scenarios in the field of Human-Computer-Interaction (HCI). On the other hand the question arises, what the right way of applying this haptic feedback is, so that it feels natural to the user. What is the right balance between new technologies and an objects normal physical behaviour a user is used to?
To find a solution for this problem, users could in theory just be asked what kind of haptic feedback they like. Unfortunately it is difficult for humans to verbalize their haptic perceptions in a precise and clear way, due to a lack of vocabulary. To avoid this problem, designers created in the past single prototypes for the desired hardware to be tested by users. Due to this, long breaks between two prototypes existed, which made the design process slow and indirect. A solution for this problem is the use of a modular prototyping toolkit, which allows users to receive haptic feedback, simultaneously manipulate it and switch between different representations of the same object.
An example for such a toolkit is the already in the section Static vs. Interactive Prototyping introduced HaptICS – Haptic Interface Comunication System.
Although there were already some examples for physical prototyping introduced within the article, Marco Tempsets project about Magic and Storytelling as well as the BMW Kinetic were not presented in detail, yet. Since these two are particularly interesting illustration they will be shown in this section. At the sections end further examples will be listed.
Marco Tempsets "Magic and Storytelling" project, developed by Onformative, was already mentioned in the section Static vs. Interactive Prototyping. In the following we will give a more detailed insight to the creation process of the Augumented-Reality-Presentation. The special thing concerning this project is, that not only for the preperation of the show prototyping was used, but that the result itself was a hardware-sketch as well. The aim of the project was to create a realtime AR-Show in HD-Quality in which generated objects fly around marco temporally connected to an audio play-back.
To verify the feasibility of the project, the team from Onformative created a few Engineering-Prototypes in Openframeworks, before starting the implementation. These included the following two prototypes:
Later parts of the show were created in collaboration with checksum5 in vvvv. The use of vvvv had multiple advantages:
To determine the look and behavior of a particlesystem flying around in the air, Design-Prototypes with the help of Processing were created. While tracking Marco Tempsets hands it was possible to let particles appear at the locations of his hands and also move them related to his hand. The used programming environment Processing has good properties for the creation of fast digital sketches. It is compared to other products quite simple and has a broad support consisting out of multiple libraries, tutorials and code samples. On the other hand it has its limits, when the code gets to complex or real-time applications are required.
There is also a behind the scences video available.
The development process of the kinetic sculpture displayed in the BMW museum, which was created by the ART+COM AG gives a good example of physical prototyping. According to Ängelslevä (creative director ART+COM AG), they built a hardware prototype of the sculpture to convince BMW that the effort of implementing the system is worth it.
They used a cabin with 25 metal balls hanging on wires. Each of the balls could be lifted up and down by an individually controllable stepper motor. The prototype allowed them to simultaneously test the esthetics of the balls movement in the 3 dimensional matrix and at the same time go on with the design process. Eventually the hardware prototype was combined with a software simulation to make the experience for the viewers even more intense.
Further examples for hardware sketches can be found when following the links in the Sources of Inspiration page or on the following websites:
There are several different Conferences conerning prototyping: